The 360 original ran almost at a locked 30fps though... The framerate being piss-poor has always been inexcusable and was never intended to be part of the experience.I see it when I put them back to back. I just never thought the framerate was that bad. It was 15fps in the first one on PS3, maybe 10fps when looking at the forest, and this is where it first launched as the Director's Cut, and it should be okay to have the same framerate here, dammit. It's all part of the experience.
The framerate being piss-poor has always been inexcusable and was never intended to be part of the experience.
Not this awful argument again...I see it when I put them back to back. I just never thought the framerate was that bad. It was 15fps in the first one on PS3, maybe 10fps when looking at the forest, and this is where it first launched as the Director's Cut, and it should be okay to have the same framerate here, dammit. It's all part of the experience.
This is not a proper comparison.Not this awful argument again...
That's like saying that Bayonetta PS3 was the original experience. Deadly Premonition 360 was great on that side.
So the game running fine on 360 was somehow not in Swery's vision? The awful performance doesn't fit, dude. Just because there's animation jank doesn't make it feel "homemade" to run at garbage framerates. There are many games that feel small and indie without running like shit.This is not a proper comparison.
The awful performance fits with DP's awfully crafted level design and stilted animations and "homemade" feeling. It's unintentional but it fits. Bayonetta is a AAA-ass game with high production value and a desire for precision and seamless action. That performance-struggle does not fit with that game. That's the difference.
It was called "Director's Cut". It was an improvement.So the game running fine on 360 was somehow not in Swery's vision?
it isn't
no, the patches are the same among digital and physical versionsDoes 2 have the issue Origins does on Switch of the physical and digital versions being separate releases and thus not getting the same patches at the same time? I want to get a physical version but not if patches are released for it months later, if at all.
Sure, and so was RE1 Director's Cut Dual Shock. "Director's Cut" doesn't mean jack shit, lmao.
Nice, thanksno, the patches are the same among digital and physical versions
the patch disparity is an issue of the game having different publishers for digital and physical versions, 2 doesn't have that issue (both are by rising star games)
I thought they were going to do some patches for the story content of the game regarding trans portrayal. Is that still happening?Am I correct in assuming that there will be no more story patches? Or is there still some stuff Swery plans on doing?
there previous patch fixed one particularly bad scene, but a lot of the issues regarding the trans character are still in the gameI thought they were going to do some patches for the story content of the game regarding trans portrayal. Is that still happening?
... That's kind of an important thing, given my roommate is trans and Deadly Premonition is one of his favorite games.
I'm both happy they addressed the worst scene then while being disappointed they failed to address the rest.there previous patch fixed one particularly bad scene, but a lot of the issues regarding the trans character are still in the game
Not to mention the fact that they're not even in the re-release on Switch.- it has some new cutscenes that make no sense, make the story worse, and are disregarded and retconned in the sequel
yeah. obviously cuz they no longer make sense considering the direction they've taken with a character in 2.Not to mention the fact that they're not even in the re-release on Switch.
The director's cut is the improvment and it took it to 15fps. Creative Choice.Director's Cut was never on the 360. We're talking about the original release, which ran at a consistent 30 fps. The Director's Cut ports ran significantly worse and introduced a whole slew of new issues both in performance and in content. When people talk about the original Deadly Premonition's jank, they're talking about its production values, its sound mixing, its character models, its weird sense of priorities. Perception has warped to ALL aspects of Deadly Premonition but writing to be bad, but a game releasing at 2 fps and with this amount of locks and issues is inexcusable. ESPECIALLY at fucking $50.
The Director's Cut wasn't really a director's cut. Infact it didn't even release in japan until years later.
The director's cut is the improvment and it took it to 15fps. Creative Choice.
My point still stands.It's okay to be wrong. You don't have to keep pretending you know what you're talking about.
You can't be serious. If the buggy, horrible performance was all artistic intent and not caused by time and budget restrictions, why would they be slowly improving it now. Swery said he wouldn't make any more changes to the story despite heavy criticism and he justified it with his artistic intent. If this level of performance was intended by the artist, then he would have told us so instead of slowly cleaning up this mess.I see it when I put them back to back. I just never thought the framerate was that bad. It was 15fps in the first one on PS3, maybe 10fps when looking at the forest, and this is where it first launched as the Director's Cut, and it should be okay to have the same framerate here, dammit. It's all part of the experience.
Swery has abandoned his artistic integrity.You can't be serious. If the buggy, horrible performance was all artistic intent and not caused by time and budget restrictions, why would they be slowly improving it now. Swery said he wouldn't make any more changes to the story despite heavy criticisms and he justified it with his artistic intent. If this level of performance was intended by the artist, then he would have told us so instead of slowly cleaning up this mess.
Still not sure if you're trolling or not, but let's say he did. His new intention would be to sell more copies and make the game more palpable to the mainstream at the expense of his artistic integrity.
HE got bullied by gamers to reduce the frameskipping.Still not sure if you're trolling or not, but let's say he did. His new intention would be to sell more copies and make the game more palpable to the mainstream at the expense of his artistic integrity.
Why wouldn't he also sand down the parts that people have called transphobic, racist or ableist if he truly is a "sellout" now?
To me, the basic technical presentation of a game (framerate, resolution, tearing or v-sync, etc. // not models, textures, etc.) are more like the museum that presents the art or a window through which you see the art and not part of the artwork itself. There are edge cases like Cave Story where one person is responsible for the whole game where my argument might now work, but in general games are a collaborative effort. Swery didn't make DP1 or DP2 all on his own and optimizing perfomance and fixing bugs probably wasn't his responsibility on either game. In these team situations, compromises have to be made every day to get a game out. At some point, something went wrong with their time management or budget or probably both and the end result is the rushed, unfinished mess we got to play on day one.
Probably, but there was more than one person in the OT who made the same arguments at release. Heck, one reviewer that's listed on MC gave the game a 5/5, made the same excuses and called it a:I dunno why people are even bothering to reply, Asbsand is just trolling
I never cared for the cutscenes added in Director's Cut. There was absolutely nothing wrong with how the story unfolded in the original, so I don't understand the need to change the narrative flow with those cutscenes.yeah. obviously cuz they no longer make sense considering the direction they've taken with a character in 2.
i think it was just an excuse to sell the game again to the dedicated fanbase who had already played and enjoyed the game.I never cared for the cutscenes added in Director's Cut. There was absolutely nothing wrong with how the story unfolded in the original, so I don't understand the need to change the narrative flow with those cutscenes.
I think there are potentials for utilizing poor frame rate, res, tearing, etc in an artistic manner. I do not think Deadly Premonition 2 attempted that, but I could see experimental or abstract horror games playing with poor performance to achieve some kind of emotional or other response from the player.To me, the basic technical presentation of a game (framerate, resolution, tearing or v-sync, etc. // not models, textures, etc.) are more like the museum that presents the art or a window through which you see the art and not part of the artwork itself. There are edge cases like Cave Story where one person is responsible for the whole game where my argument might now work, but in general games are a collaborative effort. Swery didn't make DP1 or DP2 all on his own and optimizing perfomance and fixing bugs probably wasn't his responsibility on either game. In these team situations, compromises have to be made every day to get a game out. At some point, something went wrong with their time management or budget or probably both and the end result is the rushed, unfinished mess we got to play on day one.
That's a good point, there are definitely cases where the technical framework and the artistic vision are used in concert like that. And you're right that separating the two is overly simplistic and probably impossible, it's just my way of enjoying a game that has technical issues.I think there are potentials for utilizing poor frame rate, res, tearing, etc in an artistic manner. I do not think Deadly Premonition 2 attempted that, but I could see experimental or abstract horror games playing with poor performance to achieve some kind of emotional or other response from the player.
I haven't played it, but I'm aware of a horror game where you explore a long since dead and shuttered mmo. I could see such a game accomplishing something in the atmosphere by presenting a more rugged performance for the player to navigate and investigate in.